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How do you like (or don't like) the Savage Worlds rpg?
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<blockquote data-quote="MGibster" data-source="post: 8402892" data-attributes="member: 4534"><p>I love it and it's been my go to "generic" game for a number of years now. </p><p></p><p>I find that it runs a lot quicker than many other games. Though I've been playing it for years and even the most opaque systems play quickly for people who know them backwards and forwards. And, honestly, my group has bene playing for years but I still have one or two players asking very, very basic questions about the rules. "Do I use the Wild Die when I roll for Vigor?" </p><p></p><p></p><p>It does. But then so do a lot of other games. In D&D, you roll to hit and then you roll for how much damage you actually do. You could roll really high to hit a creature and then end up only doing 4 hit points of damage to him. </p><p></p><p></p><p>The armor you wear adds to your Toughness so you don't use Toughness <em>and</em> armor. I do agree with you about the Armor Piercing of weapons though and it gets particularly annoying in settings that use modern firearms. And to roll to avoid some of that damage the enemy needs to spend a Bennie (that meta currency). And they usually don't get a re-roll unless they spend <em>another </em>Bennie<em>. </em></p><p></p><p></p><p>If you're playing Deadlands, all the equipment you need is going to be in the Deadlands book. There's no need to flip to the Savage Worlds rules to look for Deadlands equipment. Same for Rifts. Though I think Savage Worlds starts to break down when you use all the additional rules for Rifts. I've run exactly one Savage Rifts campaign and I don't plan on running another. I spent a lot of money on that Kickstarter too.</p><p></p><p></p><p>Typically they're scattered between the basic Savage Worlds rules and whatever setting book you're using. For most games, that's just two books. </p><p></p><p></p><p>This might just be a preference thing but this isn't my experience. In most games, the players roll for initiative, I write down the results, and put everything in order which is slow. For SW, I just deal out cards quickly and everyone knows what order they're going in. </p><p></p><p></p><p>Agreed. You can run things narratively for simple encounters but if you've got a lot of moving parts you're better off with a map and some minis. </p><p></p><p></p><p>I find they work well. But, again, I've been playing the game since it's original inception. Almost 20 years now I think. </p><p></p><p></p><p>As one of my players said, "Vehicle combat is stupid." But vehicles have Wounds and Toughness just like characters do. When a vehicle takes a wound, you get to roll on the critical hit table to see what happens. (Damage to the crew, destroyed weapon, etc., etc.). Where it gets stupid is the ridiculous base Toughness and Amor they give to some vehicles and the Armor Piercing of the weapons they carry. The M1A1 Abrams tank has a 57 Toughness (37 from armor) and it's 120mm gun has an AP of 31. It's just silly and slows things down. </p><p></p><p></p><p>You have an hour after getting wounded to get healed either by magical or non-magical means. If you go longer than an hour without medical help, you make a Vigor roll every 5 days. Success means you recover a Wound and a raise (rolling 4 higher than needed) means you recover two instead. Some magic/technology might allow someone to make a Healing roll even after that golden hour has passed. </p><p></p><p></p><p>It's not impossible to plan but I agree that it's one of the swingiest games I've ever played. I've had simple encounters nearly turn into TPKs because I rolled so phenomenally good and difficult encounters turn into a cakewalk because the PCs rolled so phenomenally good. For me, this is the most frustrating aspect of Savage Worlds. </p><p></p><p>The game certainly has its flaws and if you don't like SW that's totally cool. I'm not a "one game to rule them all" kind of guy and even though SW is my go to game I don't use it for everything.</p></blockquote><p></p>
[QUOTE="MGibster, post: 8402892, member: 4534"] I love it and it's been my go to "generic" game for a number of years now. I find that it runs a lot quicker than many other games. Though I've been playing it for years and even the most opaque systems play quickly for people who know them backwards and forwards. And, honestly, my group has bene playing for years but I still have one or two players asking very, very basic questions about the rules. "Do I use the Wild Die when I roll for Vigor?" It does. But then so do a lot of other games. In D&D, you roll to hit and then you roll for how much damage you actually do. You could roll really high to hit a creature and then end up only doing 4 hit points of damage to him. The armor you wear adds to your Toughness so you don't use Toughness [I]and[/I] armor. I do agree with you about the Armor Piercing of weapons though and it gets particularly annoying in settings that use modern firearms. And to roll to avoid some of that damage the enemy needs to spend a Bennie (that meta currency). And they usually don't get a re-roll unless they spend [I]another [/I]Bennie[I]. [/I] If you're playing Deadlands, all the equipment you need is going to be in the Deadlands book. There's no need to flip to the Savage Worlds rules to look for Deadlands equipment. Same for Rifts. Though I think Savage Worlds starts to break down when you use all the additional rules for Rifts. I've run exactly one Savage Rifts campaign and I don't plan on running another. I spent a lot of money on that Kickstarter too. Typically they're scattered between the basic Savage Worlds rules and whatever setting book you're using. For most games, that's just two books. This might just be a preference thing but this isn't my experience. In most games, the players roll for initiative, I write down the results, and put everything in order which is slow. For SW, I just deal out cards quickly and everyone knows what order they're going in. Agreed. You can run things narratively for simple encounters but if you've got a lot of moving parts you're better off with a map and some minis. I find they work well. But, again, I've been playing the game since it's original inception. Almost 20 years now I think. As one of my players said, "Vehicle combat is stupid." But vehicles have Wounds and Toughness just like characters do. When a vehicle takes a wound, you get to roll on the critical hit table to see what happens. (Damage to the crew, destroyed weapon, etc., etc.). Where it gets stupid is the ridiculous base Toughness and Amor they give to some vehicles and the Armor Piercing of the weapons they carry. The M1A1 Abrams tank has a 57 Toughness (37 from armor) and it's 120mm gun has an AP of 31. It's just silly and slows things down. You have an hour after getting wounded to get healed either by magical or non-magical means. If you go longer than an hour without medical help, you make a Vigor roll every 5 days. Success means you recover a Wound and a raise (rolling 4 higher than needed) means you recover two instead. Some magic/technology might allow someone to make a Healing roll even after that golden hour has passed. It's not impossible to plan but I agree that it's one of the swingiest games I've ever played. I've had simple encounters nearly turn into TPKs because I rolled so phenomenally good and difficult encounters turn into a cakewalk because the PCs rolled so phenomenally good. For me, this is the most frustrating aspect of Savage Worlds. The game certainly has its flaws and if you don't like SW that's totally cool. I'm not a "one game to rule them all" kind of guy and even though SW is my go to game I don't use it for everything. [/QUOTE]
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